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Purpose of Breakable Walls?
I kind of feel like these are extremely outdated and serve no purpose other than more unneeded slowdown for killers.
Even after breaking them they're rarely super rewarding; breaking the two walls in the main building of Glenvale is basically required and even then it still remains the best loop in the map. Breaking walls should be a reward, not a mandatory side objective killers have to do at the start of a match.
This gets me to thinking: should breakable walls be removed entirely, or could survivors perhaps also be given a side objective that rewards them in the form of needing to "set up" certain vault locations or pallets before they become usable? Just like breakable walls, this wouldn't be every pallet or vault location on the map, but only a small handful that survivors know they need to seek out if they'd like to use them later rather than just beelining for gens.
Comments
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Just remove the crucial ones, and get rid of the ones that would make the loop stronger. They are not enticing gameplay elements. They do nothing except slow the Killer down for no reason when Killers badly need LESS slowdown mechanics. They are not fun.
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The breakable walls were introduced to try and create alternate loop tiles that can be weakened when the wall is broken. They introduced it with Deathslingers chapter (which is why the map has a dozen of them). But after a while they realized that they didn't do ######### but become an annoyance which is why there hasn't been a breakable wall implementation since after the Dredge chapter release, even reworked maps like RPD that got split into 2 maps didn't have a breakable wall and they removed 2 of the breakable walls from the Midwich map
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And breakable walls are introduced to avoid some infinite windows (like in the Macmillan's main). They still have a high priority to be auto broke by the most of M2 attack (Killer's power like the chainsaw for instance) instead to hit the survivor.
Finally, they are just another bandaid with a bad design & a very poor interactivity with the gameplay.0 -
Funnily enough, the devs seem to agree with you.
Ever since Project W, we didn't get a map with a single breakable wall
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I mean it's probably meant as a kind of tactical aspect. In reality it's just learning which wall to always break and maybe a few in some cases. It isn't a really interessting concept because you always break the same walls and the other ones are basically not even worth looking at.
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